Dead Space Walkthrough & Strategy Guide

This section will cover the basics of the weapons in the original disc-game (and none of that downloadable crap), as well as the special abilities you get in 5 to 10 minutes into the game Kinesis and Stasis). The tutorials will not cover the use of weapons.

Note if you put weapons into storage and end a chapter, it will only have 1 unit of ammunition when you pull it out of storage in the next chapter.

Ammo Units Per Pick-Up

25

Ammo Units Per RIG Slot

100

Credits Per Ammo Unit

25

Max Credits From Full Slot

2500

Secondary Function

360° Turret Mode

The military pulse rifle here is great -- on Easy (or even Normal) but once you get into the harder difficulties, the weapon's lack of power explains why all those space marines got turned into dog poop. Yes, there is also poop in space -- and when it flies around in space at a million miles an hour, space poop is more dangerous than planet poop, as NASA found out after the Columbia Shuttle "incident".

Regardless of the technology involved, the pulse rifle in this game is only helpful against the little spider Necromorphs that facehug Isaac. The gun is too weak to do enough damage to a single enemy unless they are very far away, and the spinning fire mode is an ample waste of ammo unless you happen to be earnestly surrounded (in that case, use the Contact Gun's secondary).

The one good thing about the weapon is its large capacity. If you are nervous about ammunition, and need the space for it, the pulse rifle's ammo will take up the least amount of space. However, unless you have a powered up version of the weapon, and aiming carefully at the limbs, you will need to expend a lot of ammunition on a necromorph to take it down.